Search found 2124 matches

by Ranakastrasz
Tue Jun 28, 2022 6:20 pm
Forum: Implemented in 2.0
Topic: Allow placement of water well pumps onto tiles that were previously landfilled
Replies: 14
Views: 3615

Allow Offshore Pumps to be built on Landfill (Groundwater Pump)

TL;DR Allow for Water source even after landfilling. What ? When you try and place an offshore pump, treat landfill as both water and land. Why ? I find it annoying that you have to be extremely careful when landfilling to avoid deleting all local sources of water. given that Offshore pumps aren't ...
by Ranakastrasz
Sun Dec 19, 2021 5:54 pm
Forum: General discussion
Topic: Alt-F4 #55 - The Dark Alleys of Modding
Replies: 6
Views: 3404

Re: Alt-F4 #55 - The Dark Alleys of Modding

For my Modular Armor Revamp mod, back when modular armor solar panels were terrible, I had two things I wanted to do which I had to work around. Burner generators, and fusion reactors running on alien artifacts, both just looked at your inventory, but had to loop through the whole equipment grid to ...
by Ranakastrasz
Mon May 24, 2021 2:36 am
Forum: Not a bug
Topic: Worker speed 3 and utility science.
Replies: 5
Views: 1650

Re: Worker speed 3 and utility science.

More specifically, all tiered researches, damage, robots, inserters, etc, don't include their science pack prerequisites, aside from the first one. Not entirely sure why, but given you clearly can't research them before that science pack is researched and produced, it isn't a huge deal.
by Ranakastrasz
Wed Apr 14, 2021 6:50 pm
Forum: Ideas and Suggestions
Topic: Visual effect on big power poles or substations
Replies: 18
Views: 11605

Re: Visual effect on big power poles or substations

One big thing is that if you have several places making power, I.e 20 solar fields, wherever they easily fit due to fluid nature, plus a reactor or two, it is easy to break the network and not notice immediately, because there is still power, at least for a while. Would be nice to have the power ove...
by Ranakastrasz
Mon Apr 05, 2021 3:18 am
Forum: Ideas and Suggestions
Topic: Mouseover the "toggle personal roboport" shows where your construction bots are
Replies: 1
Views: 1035

Re: Mouseover the "toggle personal roboport" shows where your construction bots are

I agree.
Visible bots is already an ingame option if you open up the megamap, but you still have to search manually,

As a second alternative, there is a debug option that draws a teamcolored line between your avatar and all personal robots. F4 menu, don't recall the name
by Ranakastrasz
Thu Mar 18, 2021 12:09 am
Forum: Gameplay Help
Topic: Intriguing red dot
Replies: 11
Views: 3499

Re: Intriguing red dot

I have seen the same thing. A red dot, in radar vision, but no worm, biter, or anything, radar is a snapshot of what was in a spot when it was scanned, if it's a migrating / expanding party then they will probably show up on the map but not be there when you go to look. Sorry, when I say radar visi...
by Ranakastrasz
Wed Mar 17, 2021 11:18 am
Forum: Gameplay Help
Topic: Intriguing red dot
Replies: 11
Views: 3499

Re: Intriguing red dot

I have seen the same thing. A red dot, in radar vision, but no worm, biter, or anything,
by Ranakastrasz
Sat Mar 06, 2021 9:24 pm
Forum: Ideas and Suggestions
Topic: Filtered Chests Like Train Wagons
Replies: 6
Views: 2043

Re: Filtered Chests Like Train Wagons

True enough. You have to determine stack size of all types of items that might end up in the chest, and use that to determine how full a chest will end up being, use that as a limiter to avoid the chest hitting 100% capacity, so as to ensure there is always room for inserters to insert one of the ot...
by Ranakastrasz
Thu Mar 04, 2021 9:54 pm
Forum: Ideas and Suggestions
Topic: Filtered Chests Like Train Wagons
Replies: 6
Views: 2043

Re: Filtered Chests Like Train Wagons

I second this. Would be great for sorting/storage hybrid systems especially.
by Ranakastrasz
Mon Feb 01, 2021 3:35 am
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 7290

Re: Acid pool stack

They get bigger, but I have no idea if the damage increases, if the sticker damage stacks, if larger/deeper flamer puddles deal more damage, or what. I don't generally stand in front of my own flamethrowers. They both deal more damage and last longer when stacked. For clarification, are you talking...
by Ranakastrasz
Sun Jan 31, 2021 10:58 pm
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 7290

Re: Acid pool stack

I was wondering if the flame puddles (from handled and turret flamethrowers) also did stack in their effects or not. Might seem unrelated, but both fire and acid puddle could behave the same way (either both stack, or both don't). They get bigger, but I have no idea if the damage increases, if the ...
by Ranakastrasz
Thu Jan 28, 2021 11:57 pm
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 7290

Re: Acid pool stack

Generally it is when you don't bother dodging, or keep attacking the same angle, so the whole area gets covered in acid. took me a while to get the hang of it. Before spitter rework, it was pretty much a dps race, no manouvering involved aside from chosing the angle and retreating. That said, damage...
by Ranakastrasz
Sun Jan 17, 2021 6:23 pm
Forum: Ideas and Requests For Mods
Topic: Less Laggy Nuke
Replies: 2
Views: 1331

Re: Less Laggy Nuke

I might have not communicated correctly. I believe all of the entities created that move outward radially to simulate the blast wave all individually deal damage as they pass over other damage-able entities, meaning a constant effect of "select all entities in radius" and "Deal damage...
by Ranakastrasz
Sun Jan 17, 2021 12:35 am
Forum: Ideas and Requests For Mods
Topic: Less Laggy Nuke
Replies: 2
Views: 1331

Less Laggy Nuke

The nuke is, admittedly, very impressive. However, it seems to involve creating a lot of entities, each of while move away from the epicenter to create the smoke cloud, and presumably all deal damage in a small radius constantly as they move. This, naturally, tends to cause the game to lag when lots...
by Ranakastrasz
Sat Jan 02, 2021 7:22 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Robot Tether
Replies: 0
Views: 715

[Idea] Robot Tether

https://i.imgur.com/2TWApKv.png In the f4 menu, the "show-player-robot" option draws plain, player-colored lines between the player and their robots. Unfortunately, while really, really useful at making sure you know where your robots wandered off to, it doesn't fit with game graphics. Es...
by Ranakastrasz
Thu Dec 31, 2020 5:44 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 418920

Re: Games Like Factorio

Yea, but I like space engineers, and play it, so don't have to buy Emperion or Avorion or other vaugely similar games. If I had seen one of the othera first, I might well have bought it and had no interest in space engineers. I onlu have so much money to spend on entertainment and only so much time ...
by Ranakastrasz
Thu Dec 31, 2020 1:05 am
Forum: Ideas and Suggestions
Topic: Bridges and Junctions
Replies: 1
Views: 957

Re: Bridges and Junctions

Open TTD is quite closely related. Signals and all. It has bridges and roughly the same train mechanics. Junctions are just something you build, so I don't know what you mean by that. Bridges might be reasonable, but would take some of the fun out of train network deisgn, unless they had shallpw gra...
by Ranakastrasz
Wed Dec 30, 2020 6:10 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 418920

Re: Games Like Factorio

Try to buy food with compliments. You're assuming that if someone else creates a game inspired by Factorio, the Factorio team loses sales. But why would that be the case? Competition, as always. If there are multiple similar games, people may sometimes choose to buy only one of them. There are othe...
by Ranakastrasz
Thu Dec 24, 2020 3:27 am
Forum: Ideas and Suggestions
Topic: Blueprint cable removal on placement
Replies: 3
Views: 1175

Re: Blueprint cable removal on placement

Blueprint saving copper cables? As in how copper cables, red and green cables are annoyingly inconstant because they cost resources if you put them in manually, but free if the blueprint does them? I still think that it should just be a tool, instead of consuming an item. Power lines already have ca...

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